542 lines
19 KiB
C
542 lines
19 KiB
C
/*
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* vertex shaders declaration implementation
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*
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* Copyright 2002 Raphael Junqueira
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "windef.h"
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#include "winbase.h"
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#include "winuser.h"
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#include "wingdi.h"
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#include "wine/debug.h"
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#include <math.h>
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#include "d3d8_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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/**
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* DirectX9 SDK download
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* http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
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*
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* Exploring D3DX
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
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*
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* Using Vertex Shaders
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
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*
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* Dx9 New
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
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*
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* Dx9 Shaders
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
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*
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* Dx9 D3DX
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
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*
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* FVF
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* http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
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*
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* NVIDIA: DX8 Vertex Shader to NV Vertex Program
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* http://developer.nvidia.com/view.asp?IO=vstovp
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*
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* NVIDIA: Memory Management with VAR
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* http://developer.nvidia.com/view.asp?IO=var_memory_management
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*/
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/** Vertex Shader Declaration data types tokens */
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static CONST char* VertexShaderDeclDataTypes [] = {
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"D3DVSDT_FLOAT1",
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"D3DVSDT_FLOAT2",
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"D3DVSDT_FLOAT3",
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"D3DVSDT_FLOAT4",
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"D3DVSDT_D3DCOLOR",
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"D3DVSDT_UBYTE4",
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"D3DVSDT_SHORT2",
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"D3DVSDT_SHORT4",
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NULL
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};
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static CONST char* VertexShaderDeclRegister [] = {
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"D3DVSDE_POSITION",
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"D3DVSDE_BLENDWEIGHT",
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"D3DVSDE_BLENDINDICES",
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"D3DVSDE_NORMAL",
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"D3DVSDE_PSIZE",
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"D3DVSDE_DIFFUSE",
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"D3DVSDE_SPECULAR",
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"D3DVSDE_TEXCOORD0",
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"D3DVSDE_TEXCOORD1",
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"D3DVSDE_TEXCOORD2",
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"D3DVSDE_TEXCOORD3",
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"D3DVSDE_TEXCOORD4",
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"D3DVSDE_TEXCOORD5",
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"D3DVSDE_TEXCOORD6",
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"D3DVSDE_TEXCOORD7",
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"D3DVSDE_POSITION2",
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"D3DVSDE_NORMAL2",
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NULL
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};
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/** todo check decl validity */
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inline static DWORD Direct3DVextexShaderDeclarationImpl_ParseToken(const DWORD* pToken) {
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const DWORD token = *pToken;
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DWORD tokenlen = 1;
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switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
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case D3DVSD_TOKEN_NOP:
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TRACE(" 0x%08lx NOP()\n", token);
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break;
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case D3DVSD_TOKEN_STREAM:
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if (token & D3DVSD_STREAMTESSMASK) {
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TRACE(" 0x%08lx STREAM_TESS()\n", token);
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} else {
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TRACE(" 0x%08lx STREAM(%lu)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
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}
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break;
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case D3DVSD_TOKEN_STREAMDATA:
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if (token & 0x10000000) {
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TRACE(" 0x%08lx SKIP(%lu)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
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} else {
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DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
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DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
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TRACE(" 0x%08lx REG(%s, %s)\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
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}
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break;
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case D3DVSD_TOKEN_TESSELLATOR:
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if (token & 0x10000000) {
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DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
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DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
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TRACE(" 0x%08lx TESSUV(%s) as %s\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
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} else {
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DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
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DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
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DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
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TRACE(" 0x%08lx TESSNORMAL(%s, %s) as %s\n", token, VertexShaderDeclRegister[regin], VertexShaderDeclRegister[regout], VertexShaderDeclDataTypes[type]);
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}
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break;
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case D3DVSD_TOKEN_CONSTMEM:
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{
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DWORD i;
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DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
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DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
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TRACE(" 0x%08lx CONST(%lu, %lu)\n", token, constaddress, count);
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++pToken;
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for (i = 0; i < count; ++i) {
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TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n",
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constaddress,
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*pToken,
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*(pToken + 1),
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*(pToken + 2),
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*(pToken + 3));
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pToken += 4;
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++constaddress;
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}
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tokenlen = count + 1;
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}
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break;
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case D3DVSD_TOKEN_EXT:
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{
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DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
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DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
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TRACE(" 0x%08lx EXT(%lu, %lu)\n", token, count, extinfo);
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/* todo ... print extension */
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tokenlen = count + 1;
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}
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break;
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case D3DVSD_TOKEN_END:
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TRACE(" 0x%08lx END()\n", token);
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break;
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default:
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TRACE(" 0x%08lx UNKNOWN\n", token);
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/* argg error */
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}
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return tokenlen;
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}
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HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShaderDeclaration8(IDirect3DDevice8Impl* This, CONST DWORD* pDeclaration8, IDirect3DVertexShaderDeclarationImpl** ppVertexShaderDecl) {
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/** parser data */
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const DWORD* pToken = pDeclaration8;
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DWORD fvf = 0;
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DWORD len = 0;
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DWORD stream = 0;
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DWORD token;
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DWORD tokenlen;
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DWORD tokentype;
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DWORD tex = D3DFVF_TEX0;
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/** TRUE if declaration can be matched by a fvf */
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IDirect3DVertexShaderDeclarationImpl* object;
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BOOL invalid_fvf = FALSE;
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TRACE("(%p) : pDeclaration8(%p)\n", This, pDeclaration8);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexShaderDeclarationImpl));
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/*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/
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object->device = This; /* FIXME: AddRef(This) */
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object->ref = 1;
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while (D3DVSD_END() != *pToken) {
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token = *pToken;
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tokenlen = Direct3DVextexShaderDeclarationImpl_ParseToken(pToken);
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tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
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/** FVF generation block */
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if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
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/**
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* how really works streams,
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* in DolphinVS dx8 dsk sample they seems to decal reg numbers !!!
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*/
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stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
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if (stream > 0) {
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/** fvf cannot map mutliple streams, so invalid fvf computing */
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invalid_fvf = TRUE;
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}
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} else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
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DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
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DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT) - stream;
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switch (reg) {
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case D3DVSDE_POSITION:
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switch (type) {
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case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZ; break;
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case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZRHW; break;
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default:
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/** errooooorr mismatched use of a register, invalid fvf computing */
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invalid_fvf = TRUE;
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TRACE("Mismatched use in VertexShader declaration of D3DVSDE_POSITION register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
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}
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break;
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case D3DVSDE_BLENDWEIGHT:
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switch (type) {
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case D3DVSDT_FLOAT1: fvf |= D3DFVF_XYZB1; break;
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case D3DVSDT_FLOAT2: fvf |= D3DFVF_XYZB2; break;
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case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZB3; break;
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case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZB4; break;
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default:
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/** errooooorr mismatched use of a register, invalid fvf computing */
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invalid_fvf = TRUE;
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TRACE("Mismatched use in VertexShader declaration of D3DVSDE_BLENDWEIGHT register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
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}
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break;
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case D3DVSDE_BLENDINDICES: /* seem to be B5 as said in MSDN Dx9SDK ?? */
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switch (type) {
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case D3DVSDT_UBYTE4: fvf |= D3DFVF_LASTBETA_UBYTE4; break;
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default:
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/** errooooorr mismatched use of a register, invalid fvf computing */
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invalid_fvf = TRUE;
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TRACE("Mismatched use in VertexShader declaration of D3DVSDE_BLENDINDINCES register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
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}
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break;
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case D3DVSDE_NORMAL: /* TODO: only FLOAT3 supported ... another choice possible ? */
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switch (type) {
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case D3DVSDT_FLOAT3: fvf |= D3DFVF_NORMAL; break;
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default:
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/** errooooorr mismatched use of a register, invalid fvf computing */
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invalid_fvf = TRUE;
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TRACE("Mismatched use in VertexShader declaration of D3DVSDE_NORMAL register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
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}
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break;
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case D3DVSDE_PSIZE: /* TODO: only FLOAT1 supported ... another choice possible ? */
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switch (type) {
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case D3DVSDT_FLOAT1: fvf |= D3DFVF_PSIZE; break;
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default:
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/** errooooorr mismatched use of a register, invalid fvf computing */
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invalid_fvf = TRUE;
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TRACE("Mismatched use in VertexShader declaration of D3DVSDE_PSIZE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
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}
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break;
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case D3DVSDE_DIFFUSE: /* TODO: only D3DCOLOR supported */
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switch (type) {
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case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_DIFFUSE; break;
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default:
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/** errooooorr mismatched use of a register, invalid fvf computing */
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invalid_fvf = TRUE;
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TRACE("Mismatched use in VertexShader declaration of D3DVSDE_DIFFUSE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
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}
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break;
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case D3DVSDE_SPECULAR: /* TODO: only D3DCOLOR supported */
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switch (type) {
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case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_SPECULAR; break;
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default:
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/** errooooorr mismatched use of a register, invalid fvf computing */
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invalid_fvf = TRUE;
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TRACE("Mismatched use in VertexShader declaration of D3DVSDE_SPECULAR register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
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}
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break;
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/**
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* TODO: for TEX* only FLOAT2 supported
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* by default using texture type info
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*/
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case D3DVSDE_TEXCOORD0: tex = max(tex, D3DFVF_TEX1); break;
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case D3DVSDE_TEXCOORD1: tex = max(tex, D3DFVF_TEX2); break;
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case D3DVSDE_TEXCOORD2: tex = max(tex, D3DFVF_TEX3); break;
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case D3DVSDE_TEXCOORD3: tex = max(tex, D3DFVF_TEX4); break;
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case D3DVSDE_TEXCOORD4: tex = max(tex, D3DFVF_TEX5); break;
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case D3DVSDE_TEXCOORD5: tex = max(tex, D3DFVF_TEX6); break;
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case D3DVSDE_TEXCOORD6: tex = max(tex, D3DFVF_TEX7); break;
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case D3DVSDE_TEXCOORD7: tex = max(tex, D3DFVF_TEX8); break;
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case D3DVSDE_POSITION2: /* maybe D3DFVF_XYZRHW instead D3DFVF_XYZ (of D3DVDE_POSITION) ... to see */
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case D3DVSDE_NORMAL2: /* FIXME i don't know what to do here ;( */
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FIXME("[%lu] registers in VertexShader declaration not supported yet (token:0x%08lx)\n", reg, token);
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break;
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}
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/*TRACE("VertexShader declaration define %x as current FVF\n", fvf);*/
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}
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len += tokenlen;
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pToken += tokenlen;
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}
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if (tex > 0) {
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/*TRACE("VertexShader declaration define %x as texture level\n", tex);*/
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fvf |= tex;
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}
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/* here D3DVSD_END() */
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len += Direct3DVextexShaderDeclarationImpl_ParseToken(pToken);
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/* copy fvf if valid */
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if (FALSE == invalid_fvf)
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object->fvf = fvf;
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else
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object->fvf = 0;
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/* compute size */
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object->declaration8Length = len * sizeof(DWORD);
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/* copy the declaration */
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object->pDeclaration8 = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->declaration8Length);
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memcpy(object->pDeclaration8, pDeclaration8, object->declaration8Length);
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/* returns */
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*ppVertexShaderDecl = object;
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInput(IDirect3DDevice8Impl* This,
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IDirect3DVertexShaderImpl* vshader,
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const void* vertexFirstStream,
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DWORD StartVertexIndex,
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DWORD idxDecal) {
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/** parser data */
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const DWORD* pToken = This->UpdateStateBlock->vertexShaderDecl->pDeclaration8;
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DWORD stream = 0;
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DWORD token;
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/*DWORD tokenlen;*/
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DWORD tokentype;
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/** for input readers */
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const char* curPos = NULL;
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FLOAT x, y, z, w;
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SHORT u, v, r, t;
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DWORD dw;
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/*TRACE("(%p) - This:%p - stream:%p, startIdx=%lu, idxDecal=%lu\n", vshader, This, vertexFirstStream, StartVertexIndex, idxDecal);*/
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while (D3DVSD_END() != *pToken) {
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token = *pToken;
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tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
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/** FVF generation block */
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if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
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IDirect3DVertexBuffer8* pVB;
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const char* startVtx = NULL;
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int skip = 0;
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++pToken;
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/**
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* how really works streams,
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* in DolphinVS dx8 dsk sample use it !!!
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*/
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stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
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if (0 == stream) {
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skip = This->StateBlock->stream_stride[0];
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startVtx = (const char*) vertexFirstStream + (StartVertexIndex * skip);
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curPos = startVtx + idxDecal;
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/*TRACE(" using stream[%lu] with %lu decal => curPos %p\n", stream, idxDecal, curPos);*/
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} else {
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skip = This->StateBlock->stream_stride[stream];
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pVB = This->StateBlock->stream_source[stream];
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if (NULL == pVB) {
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ERR("using unitialised stream[%lu]\n", stream);
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return D3DERR_INVALIDCALL;
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} else {
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startVtx = ((IDirect3DVertexBuffer8Impl*) pVB)->allocatedMemory + (StartVertexIndex * skip);
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/** do we need to decal if we use idxBuffer */
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curPos = startVtx + idxDecal;
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/*TRACE(" using stream[%lu] with %lu decal\n", stream, idxDecal);*/
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}
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}
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} else if (D3DVSD_TOKEN_CONSTMEM == tokentype) {
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/** Const decl */
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DWORD i;
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DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
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DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
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++pToken;
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for (i = 0; i < count; ++i) {
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vshader->data->C[constaddress + i].x = *(float*)pToken;
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vshader->data->C[constaddress + i].y = *(float*)(pToken + 1);
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vshader->data->C[constaddress + i].z = *(float*)(pToken + 2);
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vshader->data->C[constaddress + i].w = *(float*)(pToken + 3);
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pToken += 4;
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}
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} else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 != (0x10000000 & tokentype)) {
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/** skip datas */
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DWORD skipCount = ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
|
|
curPos = curPos + skipCount * sizeof(DWORD);
|
|
++pToken;
|
|
|
|
} else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
|
|
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
|
|
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
|
|
++pToken;
|
|
|
|
switch (type) {
|
|
case D3DVSDT_FLOAT1:
|
|
x = *(float*) curPos;
|
|
curPos = curPos + sizeof(float);
|
|
/**/
|
|
vshader->input.V[reg].x = x;
|
|
vshader->input.V[reg].y = 0.0f;
|
|
vshader->input.V[reg].z = 0.0f;
|
|
vshader->input.V[reg].w = 1.0f;
|
|
break;
|
|
|
|
case D3DVSDT_FLOAT2:
|
|
x = *(float*) curPos;
|
|
curPos = curPos + sizeof(float);
|
|
y = *(float*) curPos;
|
|
curPos = curPos + sizeof(float);
|
|
/**/
|
|
vshader->input.V[reg].x = x;
|
|
vshader->input.V[reg].y = y;
|
|
vshader->input.V[reg].z = 0.0f;
|
|
vshader->input.V[reg].w = 1.0f;
|
|
break;
|
|
|
|
case D3DVSDT_FLOAT3:
|
|
x = *(float*) curPos;
|
|
curPos = curPos + sizeof(float);
|
|
y = *(float*) curPos;
|
|
curPos = curPos + sizeof(float);
|
|
z = *(float*) curPos;
|
|
curPos = curPos + sizeof(float);
|
|
/**/
|
|
vshader->input.V[reg].x = x;
|
|
vshader->input.V[reg].y = y;
|
|
vshader->input.V[reg].z = z;
|
|
vshader->input.V[reg].w = 1.0f;
|
|
break;
|
|
|
|
case D3DVSDT_FLOAT4:
|
|
x = *(float*) curPos;
|
|
curPos = curPos + sizeof(float);
|
|
y = *(float*) curPos;
|
|
curPos = curPos + sizeof(float);
|
|
z = *(float*) curPos;
|
|
curPos = curPos + sizeof(float);
|
|
w = *(float*) curPos;
|
|
curPos = curPos + sizeof(float);
|
|
/**/
|
|
vshader->input.V[reg].x = x;
|
|
vshader->input.V[reg].y = y;
|
|
vshader->input.V[reg].z = z;
|
|
vshader->input.V[reg].w = w;
|
|
break;
|
|
|
|
case D3DVSDT_D3DCOLOR:
|
|
dw = *(DWORD*) curPos;
|
|
curPos = curPos + sizeof(DWORD);
|
|
/**/
|
|
vshader->input.V[reg].x = (float) (((dw >> 16) & 0xFF) / 255.0f);
|
|
vshader->input.V[reg].y = (float) (((dw >> 8) & 0xFF) / 255.0f);
|
|
vshader->input.V[reg].z = (float) (((dw >> 0) & 0xFF) / 255.0f);
|
|
vshader->input.V[reg].w = (float) (((dw >> 24) & 0xFF) / 255.0f);
|
|
break;
|
|
|
|
case D3DVSDT_SHORT2:
|
|
u = *(SHORT*) curPos;
|
|
curPos = curPos + sizeof(SHORT);
|
|
v = *(SHORT*) curPos;
|
|
curPos = curPos + sizeof(SHORT);
|
|
/**/
|
|
vshader->input.V[reg].x = (float) u;
|
|
vshader->input.V[reg].y = (float) v;
|
|
vshader->input.V[reg].z = 0.0f;
|
|
vshader->input.V[reg].w = 1.0f;
|
|
break;
|
|
|
|
case D3DVSDT_SHORT4:
|
|
u = *(SHORT*) curPos;
|
|
curPos = curPos + sizeof(SHORT);
|
|
v = *(SHORT*) curPos;
|
|
curPos = curPos + sizeof(SHORT);
|
|
r = *(SHORT*) curPos;
|
|
curPos = curPos + sizeof(SHORT);
|
|
t = *(SHORT*) curPos;
|
|
curPos = curPos + sizeof(SHORT);
|
|
/**/
|
|
vshader->input.V[reg].x = (float) u;
|
|
vshader->input.V[reg].y = (float) v;
|
|
vshader->input.V[reg].z = (float) r;
|
|
vshader->input.V[reg].w = (float) t;
|
|
break;
|
|
|
|
case D3DVSDT_UBYTE4:
|
|
dw = *(DWORD*) curPos;
|
|
curPos = curPos + sizeof(DWORD);
|
|
/**/
|
|
vshader->input.V[reg].x = (float) ((dw & 0x000F) >> 0);
|
|
vshader->input.V[reg].y = (float) ((dw & 0x00F0) >> 8);
|
|
vshader->input.V[reg].z = (float) ((dw & 0x0F00) >> 16);
|
|
vshader->input.V[reg].w = (float) ((dw & 0xF000) >> 24);
|
|
|
|
break;
|
|
|
|
default: /** errooooorr what to do ? */
|
|
ERR("Error in VertexShader declaration of %s register: unsupported type %s\n", VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
|
|
}
|
|
}
|
|
|
|
}
|
|
/* here D3DVSD_END() */
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DVertexShaderDeclarationImpl_GetDeclaration8(IDirect3DVertexShaderDeclarationImpl* This, DWORD* pData, UINT* pSizeOfData) {
|
|
if (NULL == pData) {
|
|
*pSizeOfData = This->declaration8Length;
|
|
return D3D_OK;
|
|
}
|
|
if (*pSizeOfData < This->declaration8Length) {
|
|
*pSizeOfData = This->declaration8Length;
|
|
return D3DERR_MOREDATA;
|
|
}
|
|
TRACE("(%p) : GetVertexShaderDeclaration copying to %p\n", This, pData);
|
|
memcpy(pData, This->pDeclaration8, This->declaration8Length);
|
|
return D3D_OK;
|
|
}
|